Spells

Magic Spells

Although magic isn't a job skill, its benefits and abilities come predictably. All Sims gain their skills in the same order, and you'll be alerted when Witches realize their maximum potential.

We'll list all spells here and their affects, sorted by when they are learned. Note that "level" is simply our term for when the Witches learn their spells, but isn't actually indicated anywhere in the game other than a notification.

Level 1

Level 1 spells are at a witch's immediate disposal, either from when they're created in Create A Sim or converted through the Alchemy potion called Bottled Witches' Brew. These spells have the lowest cost, and the lowest overall effect.

Play with Magic is not a spell per se, but is a self-interaction that will quickly gain your Sim's knowledge in magic. The effect lasts about one Sim hour, during which your Sim will just wave his wand in the air as he practices making sparks and fireworks. The Play with Magic command can be canceled anytime, and doesn't need to be brought to completion before helping out the Sim.

Conjure Apple is a self-interaction allowing you to create an apple from nothingness. Alchemy also uses the Gardening skill, so if you're planning for your witch to also be an alchemist, conjuring apples will give you a head start on an early garden and some free fertilizer. Note that if your Sim has the Evil trait, you'll conjure poison apples instead, which cannot be planted.

Level 2

Level 2 comes pretty quickly after some practice with Level 1. This is where you get your first taste at affecting other Sims.

Conversion Ritual is cast on a plantable object (fruits, vegetables, or seeds), and converts the object to a different type of thing. Usually it converts one fruit to another, or a different type of plant seed, but sometimes you'll actually convert the target to a valuable gem or metal. It's completely random what you get, but you can usually recast the Conversion Ritual on the same object to change it again if you desire.

Good Luck Charm is cast on other Sims with the "Cast Charm..." social command. If it works, the target will gain a 24-hour Good Luck buff, increasing the Sim's mood and increasing the chance any given interaction will work. (This is similar to having the Lucky trait.) If the spell backfires, it becomes a Bad Luck Charm, also for 24 hours, similar to the Unlucky trait. Note that this spell can be cast on the caster with a self-interaction.

Level 3

Pure offense here, this is where the fun spells come into play.

Fire Blast can be cast on any other non-child Sim or the ground. When successful, a blast of fire strikes the area. When cast on a Sim, this applies the "Singed!" debuff and changes the Sim's clothes to the "burnt" skin. When cast on the ground, this ignites the ground on that spot. When Fire Blast backfires, it merely fizzles out without problems.

Fire Blast has no uses other than causing havoc, which makes it incredibly fun. If you're at a neighbor's house and they've upset you, why not set fire to their bedroom? You can't cast Fire Blast directly on an object, such as their bed, but you can cast Fire Blast beside it, and the fire will spread quickly. When your Sim starts a fire this way, they will not panic at the sight of it.

Ice Blast follows the same rules as Fire Blast, but has the opposite effect. It will still cause a debuff on targeted Sims, but Ice Blast is more practical in that it can be used to extinguish fires. Sims are smart enough to use it: if a fire starts on their lot, they'll try casting Ice Blast automatically (without your input) to extinguish the fire rather than pulling out a fire extinguisher.

If Ice Blast is cast successfully, it's more reliable and a lot faster than conventional methods to extinguish fires. A properly cast Ice Blast can often times extinguish a fire before the firefighters even have a chance to show up, even if a smoke alarm was in the room. Like with Fire Blast, when Ice Blast backfires, it simply fizzles out.

If you don't mind the flood of notifications, one decent way to gain magic is to go outside and continually cast Fire Blast and Ice Blast on the same spot. Using the Play with Magic command may still be faster, however.

Level 4

Magical Upgrade is the only true spell learned in Level 4. This allows you to upgrade your appliances and such, just like using upgrades when you have a high Handiness skill.

Magical upgrading has the same restrictions as conventional upgrading, such as the fact that you can only have one upgrade per appliance. However, magical upgrades are always faster than conventional upgrades, and are dependent on the witch's wand for accuracy. If you have the Elegant Wand for example, you'll almost never fail to upgrade the target. There is absolutely no downside to magical upgrades compared to conventional upgrades.

Spellcasting Duel is the other benefit from Level 4. If you see another witch, you can duel them with a social command. Know however that you never know who's a witch just by looking at them, but the command won't appear at all if you're interacting with a non-witch. While duels are good ways to increase your magical skill, Play with Magic still is your fastest option.

Level 5

Love Charm is a targeted spell that, when it works, will cause the target to have an incredibly high relationship with the next person they see. Oftentimes, this is the caster themselves, so be careful. The relationship also gets the "Romantic Interest" tag, so if the target's target is in a committed relationship, be ready to deal with any sparks that may fly!

Love Charm can also be self-cast. If you don't mind getting a negative Romantic Reputation, you can use it to quickly fall in and out of love to get quick friends. Even better, if you have one the Heartbreaker lifetime aspiration, you can pretty quickly achieve the requirements with judicious use of Love Charm.

If Love Charm backfires, the target gets a "Nemesis!" neutral moodlet. The target will instantly hate the next person they see. Be very careful experimenting with this spell if you have a Wand that has a low accuracy, since you can very quickly end relationships with the spell.

Toadification Curse is a targeted spell that turns the target into a bizarre, scarily realistic-looking frog. This doesn't affect the target too badly; the target can still live life as normal, other than a debuff. It can be fun to see a neighborhood full of toads!

The Toadification Curse is semi-permanent. It can only be reversed through a later spell called Sunlight Charm, an Alchemy potion, or a kiss from a fairy under the right circumstances.

Level 6

Only one new spell for Level 6, and it's extremely dangerous. The Haunting Curse, when cast correctly, forces the target to be followed by a ghost for a long time (sometimes permanently, but that might be a bug). It doesn't provide any direct moodlet, but the ghost tends to agitate the victim, eating their food and breaking their appliances.

Be very careful with this spell; when the Haunting Curse backfires, the caster immediately dies. (They become a ghost themselves... get it?) Unless you like a little excitement, be sure to save before you cast it, just in case.

Level 7

This group is all about helping out your fellow Sims. Hunger Charm, Bladder Charm, and Hygiene Charm are targeted spells that, when cast correctly, instantly fill the chosen meter. When backfired, the spell will cause the meter to empty. All spells can be self-cast.

There is arguably limited use for the spells for day-to-day activities. They take just about as much time to cast as it would be to fix the problem conventionally. For example, it takes as much time to use a toilet as it does to have Bladder Charm cast on the Sim.

The three spells really shine in public places, however. During a group outing or a date, it may be tough to quickly find a spot to eat or pee, and it's almost impossible to shower. Because group outings and dates are based off the collective mood of the group, casting a few of these charms near the end will guarantee the date will be considered a successful one.

Alternatively, if you have World Adventures installed, these can be a significant boon in the middle of Tomb Raiding. You'll still need to keep a tent on you for your Energy meter, but you'll basically be taken care of otherwise.

Level 8

Starting after Level 7, Play with Magic won't help you very quickly. You'll want to use spellcasting duels if possible, or use the three charms you learned in Level 7 instead.

Level 8 gives you access to Hunger Curse, Bladder Curse, and Hygiene Curse. These have the opposite effect of the charms learned in Level 7, emptying the respective meters of the target. It's great to use on enemies; nothing ruins an enemy's day worse than making him pee himself during a social outing!

Level 9

Level 9 is the final level of magical abilities. This will give you access to the extremely powerful spell called Sunlight Charm. This will instantly cure the target of any supernatural status, reverting Werewolves, Zombies, and toads back to humans. Sunlight Charm is necessary to fulfill the Mystic Healer lifetime aspiration.

By the time you hit Level 9, you'll be able to cast both Sunlight Charm and the Toadification Curse. You can alternate both spells on the same Sim to fulfill the Mystic Healer lifetime aspiration, though it'll take a long time to develop your magical abilities to get you there.

Other Spells

Witches may gain other spells not listed above depending on their traits. For example, a witch with the Slob trait will gain a spell called the Pestilence Curse fairly early. Experiment with various traits to see what kind of spells you can find!